Thorn's End Guard

Sigz's page

RPG Superstar 6 Season Dedicated Voter. Organized Play Member. 615 posts (5,039 including aliases). No reviews. 1 list. No wishlists. 4 Organized Play characters. 27 aliases.


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Male

Good job!


Male

How about half-orcs and half-elves?


Male

A nice contrast to Francis build wise, the spiritualist vs. the materialist.


Male

found ya :)


Male

Aarons last post reminded me of this, linky.


Male

Ah, well, can't say I'm not disappointed but I'll have Victor ready to stand by as an alternative.


Male
Tkaara Fiakben wrote:

stuff..

-------

In one campaign I enjoyed, the DM actually gave everyone 35 points to build their character. However, these had to be split between abilities and race. Thus, a grippli (6 points) allowed 29 for abilities. On the other hand, an Aasimar(15), only had 20 points for their build. I liked it and felt that it fairly adjusted for the racial differences. Obviously, this technique does not work here with the focus/foible, but I think that balancing characters like this is beneficial.

On the discussion of balancing character I'd like to point out that Victor is only 24 pt buy stat wise, I rolled abhorrently, versus what seems at a quick glance to be ranging in the high 30's to lower 40's point wise. Not that I mind weaknesses in a character I just think that looking solely at Victor's race as an issue in the balance of power is ignoring half of the picture.

Edit; Ninjad by DM A.


Male

@Uncle Taco; Gods, yes. I'm game.


Male

Well then, I might just stay up a bit...


Male

Sorry. School project and now I'm off to bed.


Male
Hecate Reeve wrote:
EDIT - Sigz, have a shiny Asmodean star for effort! That's quite some ambition.

Should have been easy as you've all come to the attentions of the inquisition at one time or another, I instead tried to incorporate it into the rp.

But plot twist! What if instead of subtracting from the tally the votes get added to the tally instead as Sir Balin might be looking for the one we want least to die?


Male
Etna Agnes wrote:

@Paimon: right, didn't consider it. <.<

And am I the only one that read the backstory and questionnaire of everyone? :/

Nope, you're not alone there. I had actually planed on trying to incorporate all of your backstories into mine but ran out of time.


Male
Tkaara Fiakben wrote:

+1 F. Castor

.....

Anyway, I have really enjoyed this so far and hope that the selected group works well together and can mesh into a fine oiled infernal machine.

+1

Tkaara Fiakben wrote:
Of course only one will hang. They only brought one rope, and is readily apparent, these Mitrans are not creative enough to reuse it.

Yup, a single rope and platform is mentioned by the GM, no plural there. But with the cruelty they are displaying by turning this into a spectacle makes one wonder... They just might make us wait while the one stops twitching and then send up another.


Male

I'm thinking that the votes we cast now are subtracted from the total tally from our voting and GM Asmodeus's notes and the one with the lowest score will see the noose.

Could be wrong, but it makes sense.

And I'm sensing more scenes coming up that will reduce our numbers further, that's assuming that only one of us will actually hang.


Male

Can we have the top six so we know who to eliminate ;P


Male

Lol, Paimon is getting endearing.


Male

And I'm aboard with Tkaara on that one :) Please let's keep arguing, it's all in good fun right?


Male

I'm aboard with F. Castor.


Male
F. Castor wrote:
I think our votes of who is to die are to be given when prompted in the gameplay thread by Sir Balin.

Ah!


Male

lol


Male
Mikhail Halancoun wrote:
Mikhail used his guise to convince Hallen - now Markadian III - to fly off the spires of the castle..

lol!

I'd say go for it.


Male

Oh snap! Just realized that I've been yammering on about aasimars fire resistance... Aasimars aren't resistant to fire, should have made that a skiing accident, an avalanche or such :(


Male
Chill Dude wrote:
The ranger might be the closest class we have to a martial class...

Remember that nothing is set in stone regarding the stat blocks yet, many concepts I see can easily work for several different classes, some, no so easy though.


Background:
Victor should be dead by now, so everyone keeps telling him, from his cousin Thomas as they were playing knights as children, to his father, Faerin Auroran Karash, who never seemed to get over the fact that Victor had risen from his sickbed as a child, and never seemed to have forgiven Victor for not being what he expected, pure, good and healthy either, and now to Sir Balin who said he was a disgrace to everything the church of Mitra stood for. Baah! Everyone kept saying that he should be dead by now, yet he kept living, just to spite them, he kept on living, a regular dead man walking. Maybe this cell would finally be what killed him, or the executioners axe, or was he to burn? That might prove an interesting experiment seeing as he was inherently resistant to fire. To hell with Mitra and everything she stood for, false prophets all of them! With a first hand view of the inner workings of the church and it's inquisition Victor could tell you that not one in ten showed the conviction in faith to manifest any sort of divine blessings, not one in ten was anything more than a liar in golden robes. Clerics? Baah! False prophets and preachers of a weak faith convenient to their own weak selves, selfish bastards who craved nothing more than a soft bed and a supple body to warm it for them, gold was the only thing they understood or revered. And paladins? Huh? Heraldry and gilded armor does not make a paladin, the texts talk about paladins, men and women whose virtue is so pure that they manifest the powers of good in every action they make. Curing diseases with a mere touch of their hands, their mere presence a ward against fear and evil, their weapons a bane against evil. There were no paladins on this day, only trumped up knights filled with their own egos, at least that was the only sort of paladin Victor had met. Victor could manifest power, oh yes, he could. Not just the power of controlling a mans fate, bound in leather and iron to a sturdy oaken chair in the inquisition dungeons, that was power of a different sort, no, his mere touch could drain a man of his stamina and could cause a man pain for every lie he told, he had shown and manifested the power granted by Asmodeus, and now they would condemn him for it.

Victor had joined the church when all hopes had finally been crushed that he might join the ranks of the Knights of the Alerion, his family traced their lineage to the Battle of Tamberlyn, where Victor's great-grandfather, Aurus Karash, a 'paladin' of Mitra, had been among the ranks to hold the bridge, so Victor's denial into the knights ranks had seemed like the final blow to House Karashs ambitions to gleam some prestige out of the celestial blooded child born to them. Well, the final blow 'till now anyway. When Victor had been born the vultures of the ailing House Karash had all squealed with joy, his burnished-copper skin and the golden sheen to his blond hair could mean only one thing; the blood of celestials ran through the veins of House Karesh. The implications were staggering and Victors father, a third son of the fourth son born to a maid who was said have died at childbirth, soon became the most popular man to have at any party or minor gathering of every person of any import who could claim any iota of relation to the celestial child, and so Victor grew up in castles, mansions and manors, surrounded by doting aunts and uncles all claiming the title of favorite and all wanting the golden boy to live with them for one reason or another.

And so Victor grew up with plenty. Plenty of food, plenty of clothes, plenty of the loving attentions of his elders and plenty of the jealous attentions of his peers. Victor was far from the only child of his generation, there was Thomas and Bertrin, brothers separated by two years who loved nothing better than wrestling, playing tag, Knights and Knaves with the rest of the herd of boys, Antoin, Mikail and Sustian, and other physically demanding games, friendly games on the surface in which the strong and healthy Victor always excelled in despite not being the eldest, but games ripe with competition and jealousy, Victor had lost count of how many times Thomas said, untruly, that Victor should be dead in Knights and Knaves or that Victor had not tagged him. As boys are, they soon split into two rivaling groups, one led by Victor with Mikail and Sustian, and the other led by Thomas, ever competitive and ever jealous. And then there were the girls, Hana, Mara, Kiathrin and Admara, led by Hana they themselves wanted the attentions of Victor as well, bickering among themselves about his manner of dress and behavior, all believing they knew best, just like their mothers and aunts, all but Admara, blessed Admara, loving Admara.

She had been the only one who never demanded anything from Victor, she demanded no flowers, no special behaviors and no tokens of any kind, she had been the only one where Victor could relax and be himself with. He had enjoyed he company since he could first remember her, collecting seashells by the Cambryan Bay, picking apples from the orchards in a Heartlands manor, catching fireflies in warm summer by the southern shore and sitting together in silence in large gatherings and, as they grew to teens, kissing in the hay loft of Lerkvale Ranch. Their love had been perfect, pure and innocent, it had the blessing of all around and it was the cause of many a jealous pang and bickering as well. As perfect as the love was it was not meant to last. On a perfect summer night, warm, calm and quiet, the two of them fell asleep in the hayloft, waking up to the smell of a fire burning Victor, the golden boy, the picture of health and the pillar on which all of House Karash's ambitions rested upon, jumped to action. Looking around to see the hayloft aflame he gathered his beloved in his arms and made to carry her to safety, but he never made it. The floor gave out and the two were buried in burning beams and hay, Victor lived, though he was told he should be dead, but Admara did not.

Surviving solely because of his angelic heritage, his innate resistance to fire, Victor suffered few burns though some broken bones but what he suffered the most was the loss of his love. Finding little solace in the comforts of his family and friends he grew recluse and distant, finding excuses to be alone and places to hide when could not.

A year of melancholy ended on his 18th birthday with Victor bound to bed, feaver burning hot with cold sweats running for days, physicians where clueless and clerics useless as nothing seemed to help alleviate Victors pains as spasm wracked his body and liquids seemed to run from his every orifice. Days on days and weeks on weeks the golden boy grew thinner and paler, everyone believed he would die. Victor heard them talk through the haze of pain, the physicians, the clerics and his father, they all agreed; there was nothing to be done, his body was rejecting his angelic blood, the boy would die, the amazing fact was that he had not done so already. But Victor heard them, and he hated them for their words and he grew to hate his family and their guile as he thought on the smiling faces of aunts, uncles and cousins, how they must leer at him now, how they must rejoice in the secret places of their hearts as he lay there, helpless, wracked with pain, a prisoner in his own body unable to control his feces. Roiling his hate into anger he fought, he fought for breath and he fought for control of his muscles, eventual his body calmed and the fever passed but his anger boiled. Rising shakingly from his bead Victor was forever changed, what should have killed him certainly had not made him stronger. His coppery skin had drained of luster on his golden hair had turned auburn, no longer catching and reflecting the light as it had, he was thinner and every movement stole his breath away and caused him to sweat from effort, causing him dizzy spells as if his lives blood now refused to flow through his body. But the change was not just physical, but mental as well.

Now Victor didn't need to make excuses to not attend every gathering ever held, everyone knew his condition, his aching joints and his lack of stamina apparent as he ran out of breath in the smallest of tasks as walking down the stairs. Despite this Victors father held onto the hope that the boy might recover, after all the boy was still alive, but as a year passed that hope turned to dust. Victor displayed no increase in stamina, his appearance did not improve and neither did his attitude, but under his fathers goading Victor tried, he swung a sword and shot a bow with a trainer, he dressed in armor and nearly killed himself trying to ride a horse and Victor grew stronger, but his pains did not subside and his stamina did not improve, at the end of the year Victor even graced his father with applying to join the Knights of Alerion, an application that was promptly rejected as Victor added to the fires of his anger by humiliating himself in the tryouts, courtesy of his cousin Thomas.

The humiliation drove Victor to seek out ways to separate himself from his family and it's estates and his escape route ended up being the holy church of Mitra in Matharyn. Fleeing the silent stares and the quiet accusations.

Accepted with open arms into the fold of the church Victor lost himself in studies in the great library of Matharyn, spending hours, days, weeks and months and years gleaning texts and participating in holy rituals, memorizing prayers and sermons and playng the role of a dutiful acolyte, what Victor truly wanted was answers. Why was his body so week? What had caused his illness and was there no cure? Spending 3 years in the church Victor learnt a lot of things, first, humans are not to be trusted, and second, the love of Mitra is a lie.

In his quest for answers Victor inadvertedly studied religious texts, anotomy and his own origin, his quest for knowledge led him down many paths and eventually his thirst for answers drew the attentions on the inquisition. They believed him to hold exactly the right qualities that they wanted, a hunger for the truth and a restlessness in seeking it, knowledge of the churches teachings and above all, a dispasionate mannerism when it came to the guilt of others. That, and his studies in anotomy, landed him in training with the inquisition where he distinguished himself in their dungeons.

But Victors thirst for answers led him on the path of the forsaken, disillusioned by watching the men on the church at work he grew to resent them for their lack of displays of divine power, how could his answers lie here if there was no manifestation of divinity? Frustrated by his own lack of progress in the matter he started offering up prayers to the churches arch enamy, Asmodeus himself, as noone else seemed to be answering Victor decided that he might as well try that farce too, swearing himself to the Prince of Hell if he would show him the the path to power, if he would show him they way to his divinty, as noone else would, Victor offered up to serve the Dark Prince and to see that his place was restored in the pantheon of Talingard. With little or no hope of success Victor was taken by surprise when he manifested power during a session in the cells, nearly killing his subject.

Coming to comfort with his newly manifest powers with time Victor started excelling at information retrival, so much so that he unknowingly drew the eyes of the inquisition himself. Coming in for work one morning, groggy and dishelved and feeling weaker than ever, not rightly knowing what had transpired the night before, how he got home or who he had been with, Victor was met by armed knights and clapped in irons and charged, confused at what was happening he was led away and charged with heresy.

Note:
I had to cut the last paragraph short to keep with the deadline but my intent is that Victor was being observed by a vampire, his own great grandfather, and was bitten the night before he was arrested.

10-Min Background:

1. Write five things essential to your character’s background including previous adventures and events.

*Falling ill as a child; A robust and healthy child, a blessing on his house, Victor fell ill when he was 11, a result of his heritage coming forth and thought to be a clear sign that his human heritage was tainted and unworthy of the glory of a child of celestial descent, leaving him stiff with constant joint pains and with poor stamina, prone to illness and unable to participate in the children games.

*Joining the Church of Mirta and subsequently being accepted into the ranks of the inquisition.

*His first torture session. Having a helpless individual in front of him that he was actually allowed to hurt made something click in Victor. The power he held over the man, a butcher who was thought to have information about an Asmodean cult but admitted, under Victors ministrations, to help make a local crime syndicates dead bodies disappear.

*The loss of his childhood love, Admara, in a fire which he survived.

*The night before he got arrested for heresy, Victor was taken completely by surprise on the streets of Matharyn and knocked unconscious before being bitten by a vampire. Victor is groggy on the memory and unsure of what happened, but he's still alive (Victor grows up with the knowledge that he should be dead from his disease but he's hell bent on staying alive just to thwart his family and the rest of the cosmos, cousins and the would be friends of his youth, he redirects his constant pains into hate for everyone that is physically healthy, dexterous and strong and everyone else on general principle. As a result he sees everything as a challenge and he is determined to overcome).

2. List your character’s goals and things you want to see happen to your character.

*Victor wants to be healthy again, to be free from the aches in his body and to regain his stamina. He wants to see his family collapse socialy and financialy and he wants to climb to the top of their power ladder, to look down on them in their squalor as they have done to him.

*Become a Vampire. I want to see him grow into a full-fledged vampire inquisitor. And along those lines I want him to find out who his vampire master is and eventually surpass and kill him.

3. List two secrets about your character. Keep in mind secrets your character may not know yet.

*The vampire that bit Victor is actually his great-grandfather, Aurus Karash, who knew that Victor would be arrested the day after.

4. List three people that are tied to the character through blood, romance or honor. Remember to include positive and negative reflections.

*His father, Faerin Auroran Karash, who doesn't really want to know what his son is up. Having had ambitions to use Victors heritage to increase his own prestige he is deeply disappointed with how things stand and still harbors hopes that Victor will recover and marry, putting his plans back on track.

*His cousin, Thomas Karash, one year Victors senior and a constant rival, Victor believes that he revels is his downfall but in truth he is wracked with a guilty conscience about his cousins current status.

5. Describe your character in detail as you see fit. Relate any additional information you believe is important or required. Include personality and mannerisms.

*Victor is tall and lean, gaunt, skinny and sickly. His skin is the shade of bronze with no luster and his hair is a mat of frayed, auburn locks. His eyes are a dull green and look like they are loosing their color. Victor rarely smiles and on the ocataion it is a thin liped one, he tends to stare at peoples faces rather than meet their eyes, inspecting their body language and facial expressions in an dispassionate manner. The only time Victor locks gazes with anyone is when he is trying to glean answers from them, usually with said person tied to a chair with plenty of Victors trade instruments around.

Phase Two Questionnaire:

1. How does your character interact with the others within a group?

Victor is content to let others take the lead if they will and fill up any gaps as he sees them, if the gap is that of leadership, then Victor will fill that too.

2. What is your character's role in a group?

Skills, melee and a touch of divine magic. He can socialize and infiltrate by disguise and act as the party face.

3. How is your character not as they seems? I want one or two skills that would surprise others if they found out he knows them. Also include personality traits, positive or negative, that would similarly surprise others.

He is much stronger than his frame would suggest, a result of his celestial decent. He enjoys watching waterlilies floating around and loves a quiet spot under the shade of a tree in the sun, muching on apples as he used to do in the company of Admara. Victor has a soft side for those who show that they want nothing from him but his company.

4. What are your character's goals, conscious and, perhaps, subconscious?

Victor wants to healthy again, he wants his stamina and the reflexes of his youth back, he wants to make his family hurt and he wants to expose Mitrans as the liars he believes they are. Seacretly he wants Admara to come back.

5. How easily does your character love? Have they been in love?

Not easily, he is still in love with his childhood love Admara.

6. Is your character racist at all, either now or in their past?

No, though he believes that there is a special place in hell for humans.

7. All people believe something that is not true, both about the world around them and about themselves. What lies/untruths does your character believe about themselves and the world around them?

Hmm... Haven't though so much about this. Victor believes that his family is full of hypocrites when their actually pretty decent people, he believes that the church of Mitra is spewing lies.

8. How is your character about material possessions?

Frivalous. He grew up with plenty and has never had to worry about money or it's worth.

9. What does your character perceive their major problems to be?

The pain in his joints and his lack of stamina, he also believes himself to be too kind a person as his anger at his family causes him guilt.

10. What does he perceive the solutions to those problems to be?

In short; Divine Power.

11. What are your character's religious beliefs?

Victor believes that his way to divine power, Asmodeus, has just as much right as others and that the Mitran way is a lie.

12. What does your character fear?

Dying. His brushes with death have made him take a cynical view on life and he always wonders if this thing or that thing will finally kill him so he can act like he has a deathwish but seacretly he fears death.

13. How much of a temper does your character have? What sorts of things set them off?

Actually quite a hot one. The smallest things can set him off though he is implosive rather than explosive, he bottles up his anger and is aiming at going postal on Talingard in quiet, subtle ways in a dark cellar with a heavy oaken chair with leather straps and chains.


Oh yeah, dice...

1d10 + 7 ⇒ (6) + 7 = 13
1d10 + 7 ⇒ (2) + 7 = 9
1d10 + 7 ⇒ (3) + 7 = 10
1d10 + 7 ⇒ (8) + 7 = 15


Concept: Lawful Evil Angel-blooded Aasimar inquisitor (torturer master), crime: Murder with forgery and kidnapping as secondary charges. Hating the standards he was held up to as he was growing up, seeing them as hypocrisies when reflected his family and so called friends, forced to join the church he found a way to vent his frustration and anger in service of Mitras Inquisition.

Party size: 6, that will help pick up any lull in posting and keep the story flowing and make drop outs a lesser impact on the game (of course nobody signs up with the intention of dropping out, but life happens).

House rules: Depends. How would you change feats like blood of heroes and heroes fortune if hero points aren't gained with levels? (Yes, I'm looking to pick up those feats and turn them to villainous purposes).

Phase 1 Questionnaire:

1. Your experience with the rules

I've played d&d in it's various forms from '91 and have been playing Pathfinder since the beginning, always as a player with one short session as a GM, I think I am pretty rules-savvy and am unafraid to browse the pfsrd.

2. Your experience with PbP

I've been playing various PbP since 2009, mainly on these boards. Longest running game is DM Barca's Kingmaker where I play Berrin Myrdal, recently made Boyar. My experience varies greatly from game to game, most I've loved, both players, my characters and the story molded, but of course there are some bad apples, but the format offers a chance for way deeper roleplaying, character- and story building than I've ever encountered on tabletops.

3. Expectations for playing and what you want out of the experience

I expect a group of group thinking individuals who recognize the difference between evil and stupid and aren't looking for an outlet for childish fantasies, a group of grown ups as you said yourself in the intro post. I've yet to play a deep, functional, long-going evil game as the former has been lacking and the latter in abundance.

What I want out of the experience is to be proven right; that evil can be done right.

4. Philosophy as a PbP player

Have fun, play nice, pick up on the small details as much as possible from both players and the GM an weave a good story with cooperative writing.

5. Why you are applying to this game?

Because you make a good first impression and DM Barcas drew my attention to the game.

6. Define what you think good role-playing is in PbP.

Staying in character using your stats and alignment as guidelines, not crutches. Not mixing character knowledge and player knowledge, posts that give me a good visualization of characters, describe their actions, demeanor and behavior, making them come alive in my mind. Replying to others and finding your own reasons to play along without constantly demanding that others provide you with them.

7. What is your experience with this adventure path?

I've applied for several so I've read the gazetteer several times before re-reading it for this application. I've been accepted into two, one didn't make it out of Branderscar and the other I was accepted as a late comer in a game that only used the vanilla campaign as a guideline so I don't know how much of it was a spoiler. I'll be happy to send you the details of that in a PM if you like.


hmmm... dot.


Male

--------------------
KINGDOM OF NEWHAVEN 8/4711
--------------------
NEWHAVEN
NG Size 79 Kingdom
Control DC 105
--------------------
STATISTICS
--------------------
Economy 109; Loyalty 100; Stability 114
Treasury 75; Consumption 0 (5 Granary Surplus); Income Modifier +27; Unrest 0; Unrest/Turn 0
Fame 7; Infamy 1
Promotion Token; Taxation Light; Holidays 6/year
Population 49250
Improvements Roads x41, Rivers x30*, Irrigated Farms x10, Farms x37 (3 w/ Stockyard bonus), Fishery x0, Quality Mines x1, Mines x4 (1 w/ Foundry bonus), Quarries x5, Sawmills x15, Lair x1, Forts x2, Watchtower x0
(* each river counted by only one hex, but adding lake adjacent hexes as well)
--------------------
LEADERSHIP
--------------------
-
--------------------
HEXES
--------------------

--------------------
SETTLEMENTS
--------------------

Sanctuary (05/4708):

NG Large City; Districts 3
Economy +28; Loyalty +32; Stability +33; Defense +18
Corruption +3; Crime +1; Law +9; Lore +10; Productivity +10; Society +9
Qualities Prosperous, Stagfort Ruins (+1 to Economy/Loyalty/Stability)
Demographics 90% human, 2% gnome, 3% dwarf, 5% other
Population 14500
Marketplace
Base Value 4000 gp; Purchase Limit 10000 gp; Spellcasting 5th
Minor Items: 2 potions/scrolls/wondrous items, 3 scrolls/wondrous items, 1 armor/shield/weapon; 2 minor items; Medium Items: 1 armor/shield/weapon, 2 scrolls/wondrous items; Major Items —
Buildings (main district): Castle, Garrison, Library, Mill, 3x Houses, Noble Villa “Brevian Manses”, Pier, Shop, Shrine (Lawful), Tannery, Temple (Lawful Neutral), Town Hall, Trade Shop, Orphanage, Graveyard, Foundry, Jail, Watchtower, 3x City Walls (east, north, south), Cistern (Castle), Brewery “Havener”, Inn, Sewer System, Theater, Park, Academy “Harborage House”, Magical Streetlamps (Park)
Buildings (east district): Tenements “Scales”, Dump, 3x Houses, Monastery, Granary, Barracks “Kor Mannix Society”, Military Academy “Aldori war academy”, Mansion “Galtan Manors”, Stockyards, Dance Hall, Shrine (Good) “Heroes Hall”, Tavern, Stables, Smithy, Inn, 3x city wall
Buildings (south district): foreign quarter, cathedral, hospital

Olegsgrav (05/4709):

NG Large Town; Districts 1
Economy +12; Loyalty +14; Stability +12; Defense +0
Corruption +1; Crime +0; Law +2; Lore +2; Productivity +3; Society +3
Qualities Prosperous, Free Stables
Demographics 95% human, 5% other
Population 6000
Marketplace
Base Value 4000 gp; Purchase Limit 7500 gp; Spellcasting 4th
Minor Items: 2 wondrous items, 1 potion/scroll/wondrous item, 1 potion/wondrous item; Medium Items —; Major Items —
Buildings: Brewery “Bokkens”, 7x Houses, Inn, Market, Mint, Stable, Trade Shop, Garrison, Herbalist, Theater, Shrine (Abadar), Jail, Park, Monument, Shop

White Hart (10/4710):

LG Large Town; Districts 1
Economy +6; Loyalty +14; Stability +6; Defense +0
Corruption +3, Crime +0, Law +1, Lore +1, Productivity +1, Society +2
Qualities ½ price Temple
Demographics 90% human, 5% gnome, 5% other
Population 4500
Marketplace:
Base Value 1500 gp, Purchase Limit ? gp; Spellcasting ?th
Minor Items 2; Medium Items —; Major Items —
Buildings: Temple (Lawful Good), 5x Houses, Park, Monument, Garrison, Granary, Dance Hall, Inn, Stable, Trade Shop, Graveyard, Jail

Dragonswatch (02/4711):

N Large Town; Districts 1
Economy +4; Loyalty +14; Stability +11; Defense +6
Corruption +1, Crime +0, Law +1, Lore +1, Productivity +1, Society +2
Qualities: None
Demographics 95% human, 5% other
Population 4750
Marketplace:
Base Value 1000 gp, Purchase Limit ? gp; Spellcasting ?th
Minor Items --; Medium Items —; Major Items —
Buildings: Granary, Watchtower, 4x Houses, Stable, 2x Garrisons, Graveyard, Smithy, Dance Hall, Jail, Park, Monument, Brewery, 4x City Walls


--------------------
DIPLOMACY
--------------------
Varnhold Alliance +2 (Balanced), Embassy, Treaty +3 (Balanced)
--------------------
ARMIES
--------------------
First Army of Sanctuary XP 2400:

NG Huge army of Humans (500 Warrior 4, Sanctuary's Garrison)
hp 33/33; ACR 6; Morale +2 (+5 to change tactics during battle.)
DV 16; OM +6, ranged
Resources Ranged Weapons
Tactics Standard, Cautious Combat , ??? (victor’s tactic - to be chosen by Berrin)
Speed 2 Hexes; Consumption 7 BP
Commander Berrin Myrdal
Charisma Modifier 1
Leadership 7
Profession (soldier) ranks 3
Commander Boons Bonus Tactic: Cautious Combat, Flexible Tactics

First Mounted of Sanctuary XP 600:

LG Medium army of Humans (100 Cavalier 3, Sanctuary's Castle)
hp 11/11; ACR 2; Morale +3
DV 15; OM +5
Resources Mounts
Tactics Standard, Charge (1/battle, +6 OM one attack), Cavalry Experts (+2 OM vs. non-mounted)
Special Challenge (1/battle; +2 OM/+1 DV vs. army, -1 DV to others), Mounts, Order, Tactician (Cavalry Experts)
Speed 2 Hexes; Consumption 2 BP
Commander Kesten Garess
Charisma Modifier 2
Leadership 5
Profession (soldier) ranks 3
Commander Boons Bonus Tactic: Charge (Dirty Fighters)

Olegsgrav Home Militia XP 400:

NG Large army of Humans (200 Warrior 1, Olegsgrav's Garrison)
hp 5/5; ACR 1; Morale +0
DV 11; OM +1
Resources None
Tactics Standard
Speed 2 Hexes; Consumption 1 BP
Commander Oleg Leveton
Charisma Modifier 0
Leadership 5
Profession (soldier) ranks 0
Commander Boons Loyalty

White Hart Archer Militia XP 400:

NG Large army of Humans (200 Warrior 1, White Hart’s Garrison)
hp 5/5; ACR 1; Morale +0
DV 11; OM +1, ranged
Resources Ranged Weapons
Tactics Standard
Speed 2 Hexes; Consumption 3 BP
Commander Jhod Kavken
Charisma Modifier 2
Leadership 6
Profession (soldier) ranks 0
Commander Boons Live Off the Land

Tallhart Border Company XP 400:

NG Medium army of Humans (100 Warrior 3, Tallhart Fort hex 03.04)
hp 5/5; ACR 1; Morale +0
DV 11; OM +1
Resources
Tactics Standard
Speed 2 Hexes; Consumption 1 BP
Commander
Charisma Modifier
Leadership
Profession (soldier) ranks
Commander Boons Hold the Line

Second Army of Newhaven XP 1600:

NG Huge army of Humans (500 Warrior 3, Dragonwatch’s Garrison #1)
hp 27/27; ACR 5; Morale +0
DV 15; OM +5
Resources None
Tactics Standard, ??? (from military academy)
Speed 1 Hex; Consumption 2 BP
Commander Commander Jellicoe
Charisma Modifier 0
Leadership 5
Profession (soldier) ranks 1
Commander Boons None

Second Mounted of Newhaven XP 600:

NG Medium army of Humans (100 Fighter 3, Dragonwatch’s Garrison #2)
hp 11/11; ACR 2; Morale +0
DV 14; OM +4
Resources Mounts
Tactics Standard, ??? (from military academy)
Special Bravery (+1 morale vs. fear, rout), Armor Training (full speed in medium armor)
Speed 2 Hexes; Consumption 2 BP
Commander
Charisma Modifier 0
Leadership 5
Profession (soldier) ranks 1
Commander Boons None

Sanctuary Home Guard XP 600:

LG Medium army of Humans (100 Warrior 4, Sanctuary’s Barracks)
hp 11/11; ACR 2; Morale +1
DV 14; OM +2
Resources
Tactics Standard
Speed 2 Hexes; Consumption 1 BP
Commander Akiros Ismort
Charisma Modifier 2
Leadership 7
Profession (soldier) ranks 1
Commander Boons Defensive Tactics


Male

08/4712
Starting Treasury: 128

Upkeep Phase
1. Stability (Control DC 101) 1d20 + 109 ⇒ (5) + 109 = 114 Add 1 BP
2. Pay Consumption (-0 BP: 129, Granary at maximum capacity: 5 BP stored)
3. Fill Vacant Magic Item Slots N/A
4. Modify Unrest N/A

Edict Phase
1. Leadership – No Change
2. Claim hexes (4 max) – No Change
3. Build terrain improvements (7 max) – No Change
4. Create/improve settlements (2 max create/10 max improve) – Sanctuary (southern district - foreign quarter, hospital, cathedral) (-118 BP; 11)
5. Create/improve army (2 max if no settlements) –No Change
6. Change Holiday/Promotions/Taxation –No Change
7. Trade Edict - none.
* (1/2 price construction due to discounts)

Income Phase
1. Withdrawals - none
2. Deposits - none
3. Sell items - none
4. Collect taxes – Economy (Control DC 105) 1d20 + 106 ⇒ (7) + 106 = 113
5. Next Turn BP: (+37 +27 +11 BP: 75)

Event Phase
1. Event Chance (75%) 1d100 ⇒ 50 event
2. 1d100 ⇒ 35 ->dangerous kingdom event
3. 1d100 ⇒ 88 ->Public Scandal
Loyalty Check DC 105: 1d20 + 100 ⇒ (20) + 100 = 120 -> Infamy +1


Male

--------------------
KINGDOM OF NEWHAVEN 7/4711
--------------------
NEWHAVEN
NG Size 79 Kingdom
Control DC 105
--------------------
STATISTICS
--------------------
Economy 106; Loyalty 95; Stability 109
Treasury 128; Consumption 0 (5 Granary Surplus); Income Modifier +27; Unrest 0; Unrest/Turn 0
Fame 6; Infamy 0
Promotion Token; Taxation Light; Holidays 6/year
Population 49250
Improvements Roads x41, Rivers x30*, Irrigated Farms x10, Farms x37 (3 w/ Stockyard bonus), Fishery x0, Quality Mines x1, Mines x4 (1 w/ Foundry bonus), Quarries x5, Sawmills x15, Lair x1, Forts x2, Watchtower x0
(* each river counted by only one hex, but adding lake adjacent hexes as well)
--------------------
LEADERSHIP
--------------------
-
--------------------
HEXES
--------------------

--------------------
SETTLEMENTS
--------------------

Sanctuary (05/4708):

NG Large City; Districts 3
Economy +25; Loyalty +27; Stability +28; Defense +18
Corruption +3; Crime +2; Law +7; Lore +8; Productivity +8; Society +7
Qualities Prosperous, Stagfort Ruins (+1 to Economy/Loyalty/Stability)
Demographics 90% human, 2% gnome, 3% dwarf, 5% other
Population 14500
Marketplace
Base Value 4000 gp; Purchase Limit 10000 gp; Spellcasting 5th
Minor Items: 2 potions/scrolls/wondrous items, 3 scrolls/wondrous items, 1 armor/shield/weapon; 2 minor items; Medium Items: 1 armor/shield/weapon, 2 scrolls/wondrous items; Major Items —
Buildings (main district): Castle, Garrison, Library, Mill, 3x Houses, Noble Villa “Brevian Manses”, Pier, Shop, Shrine (Lawful), Tannery, Temple (Lawful Neutral), Town Hall, Trade Shop, Orphanage, Graveyard, Foundry, Jail, Watchtower, 3x City Walls (east, north, south), Cistern (Castle), Brewery “Havener”, Inn, Sewer System, Theater, Park, Academy “Harborage House”, Magical Streetlamps (Park)
Buildings (east district): Tenements “Scales”, Dump, 3x Houses, Monastery, Granary, Barracks “Kor Mannix Society”, Military Academy “Aldori war academy”, Mansion “Galtan Manors”, Stockyards, Dance Hall, Shrine (Good) “Heroes Hall”, Tavern, Stables, Smithy, Inn, 3x city wall
Buildings (south district):

Olegsgrav (05/4709):

NG Large Town; Districts 1
Economy +12; Loyalty +14; Stability +12; Defense +0
Corruption +1; Crime +0; Law +2; Lore +2; Productivity +3; Society +3
Qualities Prosperous, Free Stables
Demographics 95% human, 5% other
Population 6000
Marketplace
Base Value 4000 gp; Purchase Limit 7500 gp; Spellcasting 4th
Minor Items: 2 wondrous items, 1 potion/scroll/wondrous item, 1 potion/wondrous item; Medium Items —; Major Items —
Buildings: Brewery “Bokkens”, 7x Houses, Inn, Market, Mint, Stable, Trade Shop, Garrison, Herbalist, Theater, Shrine (Abadar), Jail, Park, Monument, Shop

White Hart (10/4710):

LG Large Town; Districts 1
Economy +6; Loyalty +14; Stability +6; Defense +0
Corruption +3, Crime +0, Law +1, Lore +1, Productivity +1, Society +2
Qualities ½ price Temple
Demographics 90% human, 5% gnome, 5% other
Population 4500
Marketplace:
Base Value 1500 gp, Purchase Limit ? gp; Spellcasting ?th
Minor Items 2; Medium Items —; Major Items —
Buildings: Temple (Lawful Good), 5x Houses, Park, Monument, Garrison, Granary, Dance Hall, Inn, Stable, Trade Shop, Graveyard, Jail

Dragonswatch (02/4711):

N Large Town; Districts 1
Economy +4; Loyalty +14; Stability +11; Defense +6
Corruption +1, Crime +0, Law +1, Lore +1, Productivity +1, Society +2
Qualities: None
Demographics 95% human, 5% other
Population 4750
Marketplace:
Base Value 1000 gp, Purchase Limit ? gp; Spellcasting ?th
Minor Items --; Medium Items —; Major Items —
Buildings: Granary, Watchtower, 4x Houses, Stable, 2x Garrisons, Graveyard, Smithy, Dance Hall, Jail, Park, Monument, Brewery, 4x City Walls


--------------------
DIPLOMACY
--------------------
Varnhold Alliance +2 (Balanced), Embassy, Treaty +3 (Balanced)
--------------------
ARMIES
--------------------
First Army of Sanctuary XP 2400:

NG Huge army of Humans (500 Warrior 4, Sanctuary's Garrison)
hp 33/33; ACR 6; Morale +2 (+5 to change tactics during battle.)
DV 16; OM +6, ranged
Resources Ranged Weapons
Tactics Standard, Cautious Combat , ??? (victor’s tactic - to be chosen by Berrin)
Speed 2 Hexes; Consumption 7 BP
Commander Berrin Myrdal
Charisma Modifier 1
Leadership 7
Profession (soldier) ranks 3
Commander Boons Bonus Tactic: Cautious Combat, Flexible Tactics

First Mounted of Sanctuary XP 600:

LG Medium army of Humans (100 Cavalier 3, Sanctuary's Castle)
hp 11/11; ACR 2; Morale +3
DV 15; OM +5
Resources Mounts
Tactics Standard, Charge (1/battle, +6 OM one attack), Cavalry Experts (+2 OM vs. non-mounted)
Special Challenge (1/battle; +2 OM/+1 DV vs. army, -1 DV to others), Mounts, Order, Tactician (Cavalry Experts)
Speed 2 Hexes; Consumption 2 BP
Commander Kesten Garess
Charisma Modifier 2
Leadership 5
Profession (soldier) ranks 3
Commander Boons Bonus Tactic: Charge (Dirty Fighters)

Olegsgrav Home Militia XP 400:

NG Large army of Humans (200 Warrior 1, Olegsgrav's Garrison)
hp 5/5; ACR 1; Morale +0
DV 11; OM +1
Resources None
Tactics Standard
Speed 2 Hexes; Consumption 1 BP
Commander Oleg Leveton
Charisma Modifier 0
Leadership 5
Profession (soldier) ranks 0
Commander Boons Loyalty

White Hart Archer Militia XP 400:

NG Large army of Humans (200 Warrior 1, White Hart’s Garrison)
hp 5/5; ACR 1; Morale +0
DV 11; OM +1, ranged
Resources Ranged Weapons
Tactics Standard
Speed 2 Hexes; Consumption 3 BP
Commander Jhod Kavken
Charisma Modifier 2
Leadership 6
Profession (soldier) ranks 0
Commander Boons Live Off the Land

Tallhart Border Company XP 400:

NG Medium army of Humans (100 Warrior 3, Tallhart Fort hex 03.04)
hp 5/5; ACR 1; Morale +0
DV 11; OM +1
Resources
Tactics Standard
Speed 2 Hexes; Consumption 1 BP
Commander
Charisma Modifier
Leadership
Profession (soldier) ranks
Commander Boons Hold the Line

Second Army of Newhaven XP 1600:

NG Huge army of Humans (500 Warrior 3, Dragonwatch’s Garrison #1)
hp 27/27; ACR 5; Morale +0
DV 15; OM +5
Resources None
Tactics Standard, ??? (from military academy)
Speed 1 Hex; Consumption 2 BP
Commander Commander Jellicoe
Charisma Modifier 0
Leadership 5
Profession (soldier) ranks 1
Commander Boons None

Second Mounted of Newhaven XP 600:

NG Medium army of Humans (100 Fighter 3, Dragonwatch’s Garrison #2)
hp 11/11; ACR 2; Morale +0
DV 14; OM +4
Resources Mounts
Tactics Standard, ??? (from military academy)
Special Bravery (+1 morale vs. fear, rout), Armor Training (full speed in medium armor)
Speed 2 Hexes; Consumption 2 BP
Commander
Charisma Modifier 0
Leadership 5
Profession (soldier) ranks 1
Commander Boons None

Sanctuary Home Guard XP 600:

LG Medium army of Humans (100 Warrior 4, Sanctuary’s Barracks)
hp 11/11; ACR 2; Morale +1
DV 14; OM +2
Resources
Tactics Standard
Speed 2 Hexes; Consumption 1 BP
Commander Akiros Ismort
Charisma Modifier 2
Leadership 7
Profession (soldier) ranks 1
Commander Boons Defensive Tactics


Male

07/4712
Starting Treasury: 75

Upkeep Phase
1. Stability (Control DC 101) 1d20 + 109 ⇒ (4) + 109 = 113 Add 1 BP
2. Pay Consumption (-0 BP: 76, Granary at maximum capacity: 5 BP stored)
3. Fill Vacant Magic Item Slots N/A
4. Modify Unrest N/A

Edict Phase
1. Leadership – No Change
2. Claim hexes (4 max) – 2.13(-1 BP: 75)
3. Build terrain improvements (7 max) – *Watchtower (-6 BP: 69)
4. Create/improve settlements (2 max create/10 max improve) – Sanctuary (southern district- foundations, east district 3x city wall) (-7 BP; 62)
5. Create/improve army (2 max if no settlements) –No Change
6. Change Holiday/Promotions/Taxation –No Change
7. Trade Edict - none.
* (1/2 price construction due to discounts)

Income Phase
1. Withdrawals - none
2. Deposits - none
3. Sell items - none
4. Collect taxes – Economy (Control DC 104) 1d20 + 106 ⇒ (16) + 106 = 122
5. Next Turn BP: (+40 +27 +62 BP: 128)

Event Phase
1. Event Chance (25%) 1d100 ⇒ 50 No event


Male

--------------------
KINGDOM OF NEWHAVEN 4/4711
--------------------
NEWHAVEN
NG Size 76 Kingdom
Control DC 101
--------------------
STATISTICS
--------------------
Economy 100; Loyalty 91; Stability 101
Treasury 57; Consumption 0 (-3 differential); Income Modifier +22; Unrest 0; Unrest/Turn 0
Fame 6; Infamy 0
Promotion Token; Taxation Light; Holidays 6/year
Population 45,250
Improvements Roads x41, Rivers x26*, Irrigated Farms x10, Farms x34 (3 w/ Stockyard bonus), Fishery x0, Quality Mines x1, Mines x3 (1 w/ Foundry bonus), Quarries x5, Sawmills x11, Lair x1, Forts x2, Watchtower x0
(* each river counted by only one hex, but adding lake adjacent hexes as well)
--------------------
LEADERSHIP
--------------------
-
--------------------
HEXES
--------------------

--------------------
SETTLEMENTS
--------------------

Sanctuary (05/4708):

NG Large City; Districts 2
Economy +22; Loyalty +24; Stability +27; Defense +15
Corruption +3; Crime +3; Law +7; Lore +7; Productivity +7; Society +4
Qualities Prosperous, Stagfort Ruins (+1 to Economy/Loyalty/Stability)
Danger +0
Demographics 90% human, 2% gnome, 3% dwarf, 5% other
Population 12500
Marketplace
Base Value 5000 gp; Purchase Limit 10000 gp; Spellcasting 5th
Minor Items 1 potion, scroll, or wondrous item; 2 items; Medium Items —; Major Items —
Buildings (main district): Castle, Garrison, Library, Mill, 3x Houses, Noble Villa, Pier, Shop, Shrine (Lawful), Tannery, Temple (Lawful Neutral), Town Hall, Trade Shop, Orphanage, Graveyard, Foundry, Jail, Watchtower, 3x City Walls (east, north, south), Cistern (Castle), Brewery, Inn, Sewer System, Theater, Park, library
Buildings (east district): Tenements “Scales”, Dump, 1x House, Monastery, Granary, Barracks “Aldori fighting school”, Mansion “Bellavieu Manor”, Stockyards, military acadamy, dance hall, Shrine (Cayden Cailen), Tavern, Stables

Olegsgrav (05/4709):

NG Large Town; Districts 1
Economy +11; Loyalty +14; Stability +12; Defense +0
Corruption +0; Crime +0; Law +2; Lore +2; Productivity +1; Society +3
Qualities Prosperous, Free Stables
Danger +0
Demographics 95% human, 5% other
Population 5750
Marketplace
Base Value 2000 gp; Purchase Limit 7500 gp; Spellcasting 4th
Minor Items 2 wondrous items; Medium Items —; Major Items —
Buildings: Brewery, 7x Houses, Inn, Market, Mint, Stable, Trade Shop, Garrison, Herbalist, Theater, Shrine (Abadar), Jail, park, monument

White Hart (10/4710):

LG Large Town; Districts 1
Economy +6; Loyalty +14; Stability +6; Defense +0
Corruption +1, Crime +0, Law +2, Lore +1, Productivity +1, Society +2
Qualities ½ price Temple
Danger +0
Demographics 95% human, 5% other
Population 4500
Marketplace
Base Value 1500 gp, Purchase Limit ? gp; Spellcasting ?th
Minor Items 2; Medium Items —; Major Items —
Buildings: Temple (Lawful Good), 5x Houses, Park, Monument, Garrison, Granary, Dance Hall, Inn, Stable, Trade Shop, Graveyard, Jail

Dragonswatch (02/4711):

N Large Town; Districts 1
Economy +4; Loyalty +14; Stability +11; Defense +2
Corruption +1, Crime +0, Law +1, Lore +1, Productivity +1, Society +2
Qualities: None
Danger +0
Demographics 95% human, 5% other
Population 4750
Marketplace
Base Value 1000 gp, Purchase Limit ? gp; Spellcasting ?th
Minor Items --; Medium Items —; Major Items —
Buildings: Granary, Watchtower, 4x Houses, Stable, 2x Garrisons, Graveyard, Smithy, Dance Hall, Jail, park, monument, brewery


--------------------
DIPLOMACY
--------------------
Varnhold Alliance +2 (Balanced), Embassy, Treaty +3 (Balanced)
--------------------
ARMIES
--------------------
First Army of Sanctuary XP 2400:

NG Huge army of Human (500 Warrior 4, Sanctuary's Garrison)
hp 33/33; ACR 6; Morale +1 (+5 to change tactics during battle.)
DV 16; OM +6
Tactics Cautious Combat
Speed 2 Hex; Consumption 3 BP
Commander Berrin Myrdal
Charisma Modifier 1
Leadership 7
Profession (soldier) ranks 3
Commander Boons Bonus Tactic: Cautious Combat, Flexible Tactics

First Mounted of Sanctuary XP 600:

LG Medium army of Human (100 Cavalier 3, Sanctuary's Castle)
hp 11/11; ACR 2; Morale +2
DV 13; OM +3
Tactics Charge (1/battle, +6 OM one attack), Cavalry Experts (+2 OM vs. non-mounted)
Special Challenge (1/battle; +2 OM/+1 DV vs. army, -1 DV to others), Mounts, Order, Tactician (Cavalry Experts)
Speed 2 Hex; Consumption 1 BP
Commander Kesten Garess
Charisma Modifier 2
Leadership 5
Profession (soldier) ranks 3
Commander Boons Bonus Tactic: Charge (Dirty Fighters)

Olegsgrav Home Militia XP 400:

NG Large army of Human (200 Warrior 1, Olegsgrav's Garrison)
hp 5/5; ACR 1; Morale +0
DV 11; OM +1
Resources None
Tactics Standard
Speed 2 Hexes; Consumption 1 BP
Commander Oleg Leveton
Charisma Modifier 0
Leadership 5
Profession (soldier) ranks 1
Commander Boons Loyalty

White Hart Archer Militia XP 400:

NG Large army of Human (200 Warrior 1, White Hart’s Garrison)
hp 5/5; ACR 1; Morale +0
DV 11; OM +1, ranged
Resources Ranged Weapons
Tactics Standard
Speed 2 Hexes; Consumption 3 BP
Commander Jhod Kavken
Charisma Modifier 2
Leadership 6
Profession (soldier) ranks 1
Commander Boons Live Off the Land

Tallhart Border Company XP 400:

NG Medium army of Human (100 Warrior 3, Tallhart Fort hex 03.04)
hp 5/5; ACR 1; Morale +0
DV 11; OM +1
Resources
Tactics Standard
Speed 2 Hexes; Consumption 1 BP
Commander
Charisma Modifier
Leadership
Profession (soldier) ranks
Commander Boons Hold the Line


Male

04/4712
Starting Treasury: 63

Upkeep Phase
1. Stability (Control DC 101) 1d20 + 99 ⇒ (11) + 99 = 110 Add 1 BP
2. Pay Consumption (-0 BP: 64, Add 1 BP to Granary: 5 BP stored)
3. Fill Vacant Magic Item Slots N/A
4. Modify Unrest N/A

Edict Phase
1. Leadership – No Change
2. Claim hexes (4 max) – No Change (-0 BP: 64)
3. Build terrain improvements (7 max) – No Change (-0 BP: 64)
4. Create/improve settlements (2 max create/10 max improve) – Sanctuary (Dance Hall, *Shrine (Cayden Cailen), Tavern, *Stables) - Olegsgrav (*Jail, park, monument) - White Hart (*Jail) - Dragonswatch (park, monument) (-59 BP; 4)
5. Create/improve army (2 max if no settlements) –No Change
6. Change Holiday/Promotions/Taxation –No Change
* (1/2 price construction due to discounts)

Income Phase
1. Withdrawals - none
2. Deposits - none
3. Sell items - none
4. Collect taxes – Economy (Control DC 101) 1d20 + 100 ⇒ (19) + 100 = 119
5. Next Turn BP: (+39 +22 +4 BP: 65)

Event Phase
1. Event Chance (25%) 1d100 ⇒ 37 No Event.


Male

--------------------
KINGDOM OF NEWHAVEN 3/4712
--------------------
NEWHAVEN
NG Size 72 Kingdom
Control DC 101
--------------------
STATISTICS
--------------------
Economy 97; Loyalty 78; Stability 99
Treasury 63; Consumption 0 (-3 differential); Income Modifier +22; Unrest 0; Unrest/Turn 0
Fame 6; Infamy 0
Promotion Token; Taxation Light; Holidays 6/year
Population 42,750
Improvements Roads x41, Rivers x26*, Irrigated Farms x10, Farms x34 (3 w/ Stockyard bonus), Fishery x0, Quality Mines x1, Mines x3 (1 w/ Foundry bonus), Quarries x5, Sawmills x11, Lair x1, Forts x2, Watchtower x0
(* each river counted by only one hex, but adding lake adjacent hexes as well)
--------------------
LEADERSHIP
--------------------
-
--------------------
HEXES
--------------------
3.1
-> Claimed, farm
3.12
-> Claimed, farm
3.13
-> Claimed, road
4.13
-> Claomed, road

--------------------
SETTLEMENTS
--------------------

Spoiler:
=Sanctuary (05/4708)]

NG Large City; Districts 2
Economy +19; Loyalty +19; Stability +27; Defense +15
Corruption +1; Crime +2; Law +7; Lore +7; Productivity +7; Society +4
Qualities Prosperous, Stagfort Ruins (+1 to Economy/Loyalty/Stability)
Danger +0
Demographics 90% human, 2% gnome, 3% dwarf, 5% other
Population 11500
Marketplace
Base Value 4500 gp; Purchase Limit 10000 gp; Spellcasting 5th
Minor Items 1 potion, scroll, or wondrous item; 2 items; Medium Items —; Major Items —
Buildings (main district): Castle, Garrison, Library, Mill, 3x Houses, Noble Villa, Pier, Shop, Shrine (Lawful), Tannery, Temple (Lawful Neutral), Town Hall, Trade Shop, Orphanage, Graveyard, Foundry, Jail, Watchtower, 3x City Walls (east, north, south), Cistern (Castle), Brewery, Inn, Sewer System, Theater, Park, library
Buildings (east district): Tenements “Scales”, Dump, 1x House, Monastery, Granary, Barracks “Aldori fighting school”, Mansion “Bellavieu Manor”, Stockyards, military acadamy

Olegsgrav (05/4709):

NG Large Town; Districts 1
Economy +11; Loyalty +10; Stability +10; Defense +0
Corruption +0; Crime +0; Law +1; Lore +2; Productivity +1; Society +3
Qualities Prosperous, Free Stables
Danger +0
Demographics 95% human, 5% other
Population 5000
Marketplace
Base Value 2000 gp; Purchase Limit 7500 gp; Spellcasting 4th
Minor Items 2 wondrous items; Medium Items —; Major Items —
Buildings: Brewery, 7x Houses, Inn, Market, Mint, Stable, Trade Shop, Garrison, Herbalist, Theater, Shrine (Abadar)

White Hart (10/4710):

LG Large Town; Districts 1
Economy +6; Loyalty +12; Stability +4; Defense +0
Corruption +1, Crime +1, Law +1, Lore +1, Productivity +1, Society +2
Qualities ½ price Temple
Danger +0
Demographics 95% human, 5% other
Population 4250
Marketplace
Base Value 1500 gp, Purchase Limit ? gp; Spellcasting ?th
Minor Items 2; Medium Items —; Major Items —
Buildings: Temple (Lawful Good), 5x Houses, Park, Monument, Garrison, Granary, Dance Hall, Inn, Stable, Trade Shop, Graveyard

Dragonswatch (02/4711):

N Large Town; Districts 1
Economy +4; Loyalty +11; Stability +10; Defense +2
Corruption +1, Crime +0, Law +1, Lore +1, Productivity +1, Society +2
Qualities: None
Danger +0
Demographics 95% human, 5% other
Population 4000
Marketplace
Base Value 1000 gp, Purchase Limit ? gp; Spellcasting ?th
Minor Items --; Medium Items —; Major Items —
Buildings: Granary, Watchtower, 4x Houses, Stable, 2x Garrisons, Graveyard, Smithy, Dance Hall, Jail


--------------------
DIPLOMACY
--------------------
Varnhold Alliance +2 (Balanced), Embassy, Treaty +3 (Balanced)
--------------------
ARMIES
--------------------
First Army of Sanctuary XP 2400:

NG Huge army of Human (500 Warrior 4, Sanctuary's Garrison)
hp 33/33; ACR 6; Morale +1 (+5 to change tactics during battle.)
DV 16; OM +6
Tactics Cautious Combat
Speed 2 Hex; Consumption 3 BP
Commander Berrin Myrdal
Charisma Modifier 1
Leadership 7
Profession (soldier) ranks 3
Commander Boons Bonus Tactic: Cautious Combat, Flexible Tactics

First Mounted of Sanctuary XP 600:

LG Medium army of Human (100 Cavalier 3, Sanctuary's Castle)
hp 11/11; ACR 2; Morale +2
DV 13; OM +3
Tactics Charge (1/battle, +6 OM one attack), Cavalry Experts (+2 OM vs. non-mounted)
Special Challenge (1/battle; +2 OM/+1 DV vs. army, -1 DV to others), Mounts, Order, Tactician (Cavalry Experts)
Speed 2 Hex; Consumption 1 BP
Commander Kesten Garess
Charisma Modifier 2
Leadership 5
Profession (soldier) ranks 3
Commander Boons Bonus Tactic: Charge (Dirty Fighters)

Olegsgrav Home Militia XP 400:

NG Large army of Human (200 Warrior 1, Olegsgrav's Garrison)
hp 5/5; ACR 1; Morale +0
DV 11; OM +1
Resources None
Tactics Standard
Speed 2 Hexes; Consumption 1 BP
Commander Oleg Leveton
Charisma Modifier 0
Leadership 5
Profession (soldier) ranks 1
Commander Boons Loyalty

White Hart Archer Militia XP 400:

NG Large army of Human (200 Warrior 1, White Hart’s Garrison)
hp 5/5; ACR 1; Morale +0
DV 11; OM +1, ranged
Resources Ranged Weapons
Tactics Standard
Speed 2 Hexes; Consumption 3 BP
Commander Jhod Kavken
Charisma Modifier 2
Leadership 6
Profession (soldier) ranks 1
Commander Boons Live Off the Land

Tallhart Border Company XP 400:

NG Medium army of Human (100 Warrior 3, Tallhart Fort hex 03.04)
hp 5/5; ACR 1; Morale +0
DV 11; OM +1
Resources
Tactics Standard
Speed 2 Hexes; Consumption 1 BP
Commander
Charisma Modifier
Leadership
Profession (soldier) ranks
Commander Boons Hold the Line


Male

03/4712
Starting Treasury: 57

Upkeep Phase
1. Stability (Control DC 97) 1d20 + 97 ⇒ (12) + 97 = 109 Add 1 BP
2. Pay Consumption (-0 BP: 58)
3. Fill Vacant Magic Item Slots N/A
4. Modify Unrest N/A

Edict Phase
1. Leadership – No Change
2. Claim hexes (4 max) – 3.11, 3.12, 3.13, 4.13 (-4 BP: 54)
3. Build terrain improvements (7 max) – 2x farms (3.12, 4.13), 5x road (3.13, 4.13, 9.9, 10.10, 11.11) (-9 BP: 45)
4. Create/improve settlements (2 max create/10 max improve) – Sanctuary (military academy, library) (-42 BP; 3)
5. Create/improve army (2 max if no settlements) –No Change (-0 BP: )
6. Change Holiday/Promotions/Taxation –No Change
* (1/2 price construction due to discounts)

Income Phase
1. Withdrawals - none
2. Deposits - none
3. Sell items - none
4. Collect taxes – Economy (Control DC 101) 1d20 + 97 ⇒ (19) + 97 = 116
5. Next Turn BP: (+38 +22 +3 BP: 63)

Event Phase
1. Event Chance (75%) 1d100 ⇒ 13 Event!
2. Roll for event 1d100 ⇒ 54 Beneficial Settlement Event in 1d4 ⇒ 3 Whiteheart!
3. 1d100 ⇒ 8
->Boomtown in Whiteheart, Corruption increases by: 1d4 ⇒ 2


Male

Sorry for the lull in posting guys, work has been rather more busy than I anticipated. The season will end for me on the 10. of August and then I will be free for posting galore but 'till then I will do my best to keep up.


Male

--------------------
KINGDOM OF NEWHAVEN 1/4711
--------------------
NEWHAVEN
NG Size 31 Kingdom
Control DC 56
--------------------
STATISTICS
--------------------
Economy 73; Loyalty 49; Stability 58
Treasury 53; Consumption 0; Income Modifier +11; Unrest 0; Unrest/Turn 0
Fame 5; Infamy 0
Promotion Token; Taxation Light; Holidays 6/year
Population 20,000
Improvements Roads x24, Rivers x11, Irrigated Farms x8, Farms x7, Fishery x1, Quality Mines x1, Mines x2 (1 w/ Foundry bonus), Quarry x1, Sawmills x7, Lair x1
--------------------
LEADERSHIP
--------------------
-
--------------------
HEXES
--------------------
5.3
->claimed, roaded,
8.4
->Claimed, roaded, sawmill
9.4
->Claimed, roaded, sawmill
9.7
->Foundations layed for Dragonswatch

--------------------
SETTLEMENTS
--------------------

Spoiler:
=Sanctuary (05/4708)]

NG Small City; Districts 2
Economy +15; Loyalty +13; Stability +20; Defense +11
Corruption +0; Crime +0; Law +2; Lore +3; Productivity +4; Society +3
Qualities Prosperous, Stagfort Ruins (+1 to Economy/Loyalty/Stability)
Danger +0
Demographics 90% human, 2% gnome, 3% dwarf, 5% other
Population 8250
Marketplace
Base Value 4000 gp; Purchase Limit 10000 gp; Spellcasting 5th
Minor Items 1 potion, scroll, or wondrous item; 2 items; Medium Items —; Major Items —
Buildings (main district): Castle, Garrison, House, House, Library, Mill, Noble Villa, Pier, Shop, Shrine (Lawful), Tannery, Temple (Lawful Neutral), Town Hall, Trade Shop, House, Orphanage, Graveyard, Foundry, Jail, Watchtower, City Wall (east), Cistern (Castle)
Buildings (east district): Tenements “Scales”, Dump, Inn, Brewery

Olegsgrav (05/4709):

NG Large Town; Districts 1
Economy +8; Loyalty +6; Stability +5; Defense +2
Corruption +0; Crime +0; Law +1; Lore +1; Productivity +1; Society +3
Qualities Prosperous, Free Stables
Danger +0
Demographics 95% human, 5% other
Population 3250
Marketplace
Base Value 1300 gp; Purchase Limit 7500 gp; Spellcasting 4th
Minor Items 2 wondrous items; Medium Items —; Major Items —
Buildings: Brewery, 5x Houses, Inn, Market, Mint, Stables, Trade Shop, Barracks

White Hart (10/4710):

LG Small Town; Districts 1
Economy +2; Loyalty +5; Stability +1; Defense +0
Corruption +0, Crime +0, Lore +1, Productivity +0, Society +2
Qualities ½ price Temple
Danger +0
Demographics ?
Population 1,500
Marketplace
Base Value 1000 gp, Purchase Limit ? gp; Spellcasting ?th
Minor Items 2; Medium Items —; Major Items —
Buildings: Temple (Lawful Good), House, Park, Monument, granary


--------------------
DIPLOMACY
--------------------
Varnhold Alliance +2 (Balanced), Embassy, Treaty +3 (Balanced)
--------------------
ARMIES
--------------------
First Army of Sanctuary XP 2400:

NG Huge army of Human (500 Warrior 4, Sanctuary's Garrison)
hp 33/33; ACR 6; Morale +1 (+5 to change tactics during battle.)
DV 16; OM +6
Tactics Cautious Combat
Speed 2 Hex; Consumption 3 BP
Commander Berrin Myrdal
Charisma Modifier 1
Leadership 7
Profession (soldier) ranks 3
Commander Boons Bonus Tactic: Cautious Combat, Flexible Tactics

First Mounted of Sanctuary XP 600:

LG Medium army of Human (100 Cavalier 3, Sanctuary's Castle)
hp 11/11; ACR 2; Morale +2
DV 13; OM +3
Tactics Charge (1/battle, +6 OM one attack), Cavalry Experts (+2 OM vs. non-mounted)
Special Challenge (1/battle; +2 OM/+1 DV vs. army, -1 DV to others), Mounts, Order, Tactician (Cavalry Experts)
Speed 2 Hex; Consumption 1 BP
Commander Kesten Garess
Charisma Modifier 2
Leadership 5
Profession (soldier) ranks 3
Commander Boons Bonus Tactic: Charge (Dirty Fighters)


Male

You just did 1/4711 so that's 21 turns.


Male

Yay! New subjects :)

I'll see about updating the map this evening.


Male

Hell yes! I'm up for a scene :)


Male

lol


Male

No worries, I'm having problems with my Internet provider on this end. I should have it fixed by tomorrow, but no worries.


Male
DM Barcas wrote:
Is there anything you can build on the water? If not, we should just work it so that you gain control of the water hexes when you control the surrounding land (and gain no increase to Control DC or increase in effective size.)

+1, there is nothing we can build there unless you deem an island big enough to hold some structure like the cyclops tower island.


Male

This all looks good Vorduvai and is in line with what I was thinking, only I think we should claim the water hexes as well on Lake Candlemere. It has no purpose but represents us having checked for reefs and isles so IC wise we'll have made the hexes safer shipping routes.


1 person marked this as a favorite.

Abraxes! I choose you! (I've never played Pokemon though)


Sigz wrote:
DMG wrote:
*What does "Old School" mean to you?
Don't get to attached to your character and it's a good idea to have more than one ready.

Side note; I always fail miserably to do that, I like characters with depth, personalities and goals in life, that's why I love pbp, and it's hard not get attached.


Well, shucks... thanks :)

DMG wrote:

Survey

*What is your posting availability like? What do you like in terms of pace for PbP?

First off, I'm in the GMT-zone.

For the summer I'm working every other week (this week) 11 hr shifts on Tuesday, Wednesday, Friday, Saturday and Sunday so posting would be limited to before or after work, 1 or 2 posts, depending on the pace of replies I get. Other days I'm more or less always in front of the PC so posting can sky-rocket if the pace is fast.
Next fall (mid-august) I start class again and availability should be near constant barring assignments and exams.

Today is an exception, I'm heading in for an extra shift so as I'm typing this a reply won't be forthcoming for aprox. 11 hrs though I'll check in on my phone frequently.

DMG wrote:


*How familiar are you with the setting? Have you run or played in Necromancer/FGG modules before?

I'm not at all familiar with the setting or familiar with the works of Necromancer games, I've made one character aimed at Rapan Atuk which didn't get off the ground and I've browsed through your Obsidian Portal site briefly.

DMG wrote:


*How many PbP do you currently participate in? Player or GM?

I'm currently in a Kingmaker Campaign here on the Paizo boards and I play Way of the Wicket and participate in an Arena game over on Rpol, I'm only a player.

DMG wrote:


*What does "Old School" mean to you?

Don't get to attached to your character and it's a good idea to have more than one ready. My first experience as a player was Caves of Chaos back in '91 so it was a lesson learned early and quickly. Pack a 10' pole even if you're a wizard, you can't beat everything and running away is sometimes the only valid survival tactic.

DMG wrote:


*Would you have still been interested in this campaign if it was CRB only? Why or why not?

Yes, though i prefer having the options available from the other books. Why? Because the CRB has everything needed to build awesome and fun characters (and even though I've been playing Pathfinder since 1st printing I still haven't explored all the possibilities for character build) though more options are just more options and I like options.

DMG wrote:


*Give a couple examples of your all-time favorite fantasy art.

First D&D book I read, the art holds a special place in my memories.

Just can't beat this stuff.
You gotta love this guy, and this is friggin awesome.


cool :)


Other threads by the same GM for the same setting give the same starting gold but set the starting level at 2 or 3 so I'm going to hold off assumption.


Cutlass wrote:
**stuff** Also, what level are the characters starting at?
Sigz wrote:
**stuff** What was the starting level?

**nudge**

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